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Tong Yang – Science Insights Education Frontiers, 2024
Comprehensive practice education is an integral part of the basic education curriculum, aiming to train students to connect textbook knowledge with real-world life through hands-on manipulations and in-person experiences in off-campus settings. In response to the challenges arising in the current enactment of the comprehensive practice curriculum…
Descriptors: Foreign Countries, Case Studies, Experiential Learning, Computer Assisted Instruction
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Ahmed Haydar; Itamar Souza Santos; Luis Carlos Arcon; Mílton de Arruda Martins; Patricia Zen Tempski; Roberto Zatz – Advances in Physiology Education, 2023
The advent of the COVID-19 pandemic forced medical schools around the world to adopt emergency remote learning as a resort to avoid interruption of courses. However, the effectiveness of online classes as an educational strategy has been questioned by medical educators and students. In a prospective observational study design, students enrolled in…
Descriptors: Learning Activities, COVID-19, Pandemics, Electronic Learning
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Price, S.; Jewitt, C.; Sakr, M. – Journal of Computer Assisted Learning, 2016
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential…
Descriptors: History Instruction, Handheld Devices, Telecommunications, Learning Activities
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de Freitas, Sara; Rebolledo-Mendez, Genaro; Liarokapis, Fotis; Magoulas, George; Poulovassilis, Alexandra – British Journal of Educational Technology, 2010
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of "presence" naturally is allowing for more complex social interactions and…
Descriptors: Learning Theories, Learning Activities, Lifelong Learning, Experiential Learning
Streibel, Michael J. – Educational Technology, 1993
Discussion of the socially situated and constrained nature of educational computing focuses on situated critical pedagogy and computer education. Four areas are highlighted in an examination of teaching/learning situations: (1) praxis, i.e., a relationship between action and reflection; (2) situated critical pedagogy; (3) interpretive processes;…
Descriptors: Computer Assisted Instruction, Computer Science Education, Evaluation Methods, Experiential Learning
Cooper, Gail; Cooper, Garry – 1997
The Internet field trips in this directory allow teachers to take students almost anywhere--without the usual ordeals associated with field trips. Organized by subject and cross-referenced for quick and easy access, this book leads educators and students to the most exciting, educational, and innovative Web sites on the Internet. Chapters cover…
Descriptors: Class Activities, Computer Assisted Instruction, Elementary Secondary Education, Experiential Learning
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Lebow, David G.; Wager, Walter W. – Canadian Journal of Educational Communication, 1994
Discusses the implications of authentic activity as a model of learning, particularly in the design of computer-based simulations and project-based learning activities. Addresses the characteristics of problem-solving situations, educational simulations, and authentic learning activities; and identifies key guidelines in the design and development…
Descriptors: Computer Assisted Instruction, Computer Simulation, Educational Development, Experiential Learning
Marcus, Stephen – Writing Notebook: Creative Word Processing in the Classroom, 1990
Discusses, in part four of a series on HyperCard, the general issue of innovation as it relates to HyperCard, and presents some of the "savvy" regarding HyperCard that has developed in the course of its use in the classroom and in teacher training. (SR)
Descriptors: Computer Assisted Instruction, Computer Software, Educational Innovation, Educational Technology
Novelli, Joan – Instructor, 1994
The article presents technology projects that provide real-life reasons for students to learn geography. A variety of online networks take students on online field trips, linking them with scientists, zoologists, archaeologists, and explorers. Other interactive software is available to simulate trips to various locations around the world. (SM)
Descriptors: Computer Assisted Instruction, Computer Simulation, Courseware, Creative Teaching
Burns, Mary; Burniske, Jackie; Dimock, Vicki – TAP into Learning, 1999
The first issue of "TAP into Learning" examined constructivism and some ways technology might be employed to support learning environments based on constructivist theory. This issue examines one of these principles and some classroom activities based on practices consistent with this principle. Highlights include: "On the Road to Student-Centered…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Uses in Education, Constructivism (Learning)
Bergmann, Peggy; Keanie, Marlene – 1993
LogoWriter provides the means through which students of varying backgrounds and abilities can experience different types of learning. It involves using problem solving, graphing, critical thinking, and other creative strategies. The lessons provided in this book contain ideas that allow beginners to explore various areas of Logo while using…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Software, Creativity
Classroom Computer Learning, 1986
Presents practical teaching suggestions selected from commercially available materials and also submitted by readers that can be easily adapted to different grade levels. Includes seven computer-based activities on topics such as map-making, word games, database logic, concatenation, and one-line programs. (ML)
Descriptors: Computer Assisted Instruction, Computer Science Education, Computer Simulation, Computer Uses in Education
Moursund, Dave; Yoder, Sharon – 1993
This book provides an introduction to HyperCard, with the main focus being on communication and problem solving. The book covers most of the main features of HyperCard and includes a very brief introduction to HyperTalk. This book is specifically for people who want to move toward higher levels of HyperCard knowledge and skills. It is designed for…
Descriptors: Communication (Thought Transfer), Computer Assisted Instruction, Computer Software, Educational Environment
Nelson, Wayne A.; Wellings, Paula; Palumbo, David; Gupton, Christine – 2001
In a project designed to provide training for entry-level job skills in high tech industries, a combination of narrative and technology was employed to aid learners in developing the necessary soft skills (dependability, responsibility, listening comprehension, collaboration, et cetera) sought by employers. The EnterTech Project brought together a…
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Computer Simulation, Entry Workers
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